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Tyranid hive mind and logical addition to synapse rule.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




Since the tyranids are a hive mind and what one knows they all know it would seem to me logical that any uint in synapse range that has LOS on any enemy unit would then confer LOS to all other units in synapse range. You might say this to overpowered, but since synapse is such a hinderance to begin with and offers few actual benefits not to mention the lack of few long range weapons in the tyranid codex I don't see this as being all that overpowered.
   
Made in gb
Lord of the Fleet






London

So my Exocrene hidden behind a 200ft wall can shoot a target on the other side because some Rippers can see it?

Bad idea. Maybe some sort of spotter organism that reduces BS on scatter, but granting LOS to all units is just ridiculous.
   
Made in gb
Infiltrating Broodlord




UK

Millstone wrote:
Since the tyranids are a hive mind and what one knows they all know it would seem to me logical that any uint in synapse range that has LOS on any enemy unit would then confer LOS to all other units in synapse range. You might say this to overpowered, but since synapse is such a hinderance to begin with and offers few actual benefits not to mention the lack of few long range weapons in the tyranid codex I don't see this as being all that overpowered.


I have little to no issues with synapse and yeah, this is totally OP and unessesary. Good try though! :]
   
Made in us
Longtime Dakkanaut





The only issue I have with synapse, is that IMO SiTW should be the same range.
   
Made in gb
Infiltrating Broodlord




UK

blaktoof wrote:
The only issue I have with synapse, is that IMO SiTW should be the same range.


yes, and have more of an impact in 7th edition psychic phase. like the Culexis

   
Made in us
Regular Dakkanaut




 Wilson wrote:
blaktoof wrote:
The only issue I have with synapse, is that IMO SiTW should be the same range.


yes, and have more of an impact in 7th edition psychic phase. like the Culexis


I don't think that it needs to be quite so good, personally my favorite updated idea is that any psykers within SitW range harness charges on a 5+ instead of a 4+. It makes it more difficult for them to successfully get off powers, but not impossible, especially if you're willing to throw more dice and increase the chance of perils. I feel like that forces more of a choice upon the other player, which to me is a lot more fun than just "no powers for you".
   
 
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